Cel Shading

Select a brush that is not an entity and press n to open the Entity Inspector.
Set the key _celshader and the value cel/ink for the entity.

Compile your map and place the .bsp file in the maps directory in your .pk3!

Type \devmap mapname (*.bsp filename) into the console.

Finished. Now you'll notice the black texture that occurs at edges.

Example map: AMT-Run2

Note: If you use the cel shader, you will get higher r_speeds!Important: Be sure that the cel.shader file is in your scripts directory and you have updated the shaderlist.txt. The cel.shader is included in Q3Map2\extras\cel.shader.